Evaluation of e-Content

Year
0
Academic year
2019-2020
Code
02033983
Subject Area
Education Sciences
Language of Instruction
Portuguese
Mode of Delivery
Face-to-face
ECTS Credits
6.0
Type
Elective
Level
2nd Cycle Studies - Mestrado

Recommended Prerequisites

The recommended prerequisites are related to Research Methodology, particularly development of instruments of data collection and data analysis.

Teaching Methods

The lesson has two components, one theoretical essentially based on lectures and debates about the knowledge to acquire and a practical component that focuses on the analysis and evaluation of e-content, and usability tests.

Learning Outcomes

The student should:

The student should be able to:

- Characterize different types of e-contents, such as websites, games and multimedia content,

- Know web design principles;

- Know e-contents components;

- Know usability and accessibility principles;

- Understand the implications of the learning theory on the e-content structure;

- Analyse the adequacy of  e-contents to the target audience;

- Evaluate e-contents;

- Be able of designing and conducting a usability test.

Work Placement(s)

No

Syllabus

1. e-contents

1.1. Websites

1.2. Games

1.3 Multimedia Content

2. Components of  e-content

2.1. Interface

2.2. Structure

2.3. Interactivity

2.4. Technology environment

2.5. Underlying learning theory

3. Evaluation of usability

3.1. Usability and accessibility

3.2. Types of evaluators

3.3. Sample selection 

3.4. Planning the test session

3.5 Conducting the usability test

3.6. Data analysis

Assessment Methods

Continuous assessment
Frequency: 40.0%
Project: 60.0%

Bibliography

Carvalho, A. A. (2002). Testes de usabilidade: exigência supérflua ou necessidade? Actas do 5º Congresso da Sociedade Portuguesa de Ciências da Educação (pp. 235-242). Lisboa: SPCE.

Isbister, K., & Schaffer, N. (Eds.). (2008). Game usability. Amsterdam: Elsevier.

Krug, S. (2008). Não me faça pensar. São Paulo: Editora Market Books.

Lima, J., & Capitão, Z. (2003). e-Learning e e-conteúdos. Lisboa: Centro Atlântico.

McMahan, A. (2003). Immersion, engagement, and presence: A method for analyzing 3-D Video Games. In Mark, J. P. Wolf & B. Perron (Eds.), The video game theory reader (pp. 67-86). London: Routledge.

Mayer, R. (2009). Teoria cognitiva da aprendizagem multimédia. In G. Miranda (Org.), Ensino online e aprendizagem multimédia (pp.207- 237). Lisboa: Relógio d´Àgua.

Nielsen, J., & Loranger, H. (2006). Prioritizing Web Usability. Berkeley CA: New Riders Press.

Rubin, J., & Chisnell, D.  (2008). Handbook of Usability Testing. Indianapolis: John Wiley.